# Footstep sound keeps playing after character's stop

**URL:** https://qa.fmod.com/t/footstep-sound-keeps-playing-after-characters-stop/16136
**Category:** Unity
**Created:** [September 3, 2020, 10:17pm UTC](https://qa.fmod.com/t/footstep-sound-keeps-playing-after-characters-stop/16136 "2020-09-03T22:17:31Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![G.K](https://avatars.discourse-cdn.com/v4/letter/g/b782af/32.png) [@G.K](https://qa.fmod.com/u/G.K)
#### Post date: [September 3, 2020, 10:17pm UTC](https://qa.fmod.com/t/footstep-sound-keeps-playing-after-characters-stop/16136/1 "2020-09-03T22:17:31Z")

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Hi Guys! Got this issue recently: [https://youtu.be/wesUjwDcmTc](https://youtu.be/wesUjwDcmTc)  
Trying to figure out something out about this.The thing is that footstep sound keeps playing after character’s stop.Actually,the setting of magnitude input value should solve the problem,but it still stays. I did several profiler sessions. I’ve discovered,that number of created instances can be various each time i hit play. Sometimes footsteps can stop if i move one of the audio files on a track. It could seem,that this is the FPS controller issue, but this is a study project for online courses and around of 30 other guys are working with this controller,nobody complained about it. Does anybody have any ideas?

P.S. I discovered,if there’s only one track in footsteps event,it will play without looping after character’s stop. If i add one more(for equip),it begins to cycle footsteps ,even if i’ll mute them.
